;
;	descr_water_types.txt
;	---------------------
;
;	Defines the water surface and depth effects for the sea and rivers. The records are 
;	organised by:
;
;		water_type		- <sea, river>
;		climate_type	- as listed in descr_landscape_ground_types.txt
;		season_type		- <summer, winter>
;
;	The game will request the appropriate record based upon the settings of the current battle.
;	A fully described record is shown in "sea default", with each of the record entries commented
;	regarding their use and acceptable input bounds.
;
;	The records also support inheritance by defining a "parent" record. This is illustrated in
;	the "sea test_climate summer" record, which has "sea default" as a parent. Any entries in the
;	record not specified in "sea test_climate summer" will take their values from "sea default".
;	Subsequently, unnecessary repetition may be avoided by linking to a parent and specifying 
;	only the relevent changes. This is done in "sea test_climate summer" which substitutes the
;	textures for surface layers 0 and 1.
;

;**************************************************************************************************
;*                                           DEFAULT                                              *
;**************************************************************************************************

sea default
{
	surface
	{
		layer 0										; maximum of 4 layers (0 to 3)
		{
			type				diffuse				; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/diffuse_01_128.tga
			opacity				0.7					; <0.0 to 1.0>
			scale				100.0	100.0		; <metres>
			offset				0.0		0.0			; <metres>
			rotation			0.0					; <degrees>
			scroll_speed		1.5					; <metres / second>
			scroll_direction	0.0					; <degrees>

		}

		layer 1										; maximum of 4 layers (0 to 3)
		{
			type				diffuse				; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/diffuse_01_128.tga
			opacity				0.4					; <0.0 to 1.0>
			scale				25.0	25.0		; <metres>
			offset				0.0		0.0			; <metres>
			rotation			-10.0				; <degrees>
			scroll_speed		0.97				; <metres / second>
			scroll_direction	-3.0				; <degrees>
		}


		layer 2										; maximum of 4 layers (0 to 3)
		{
			type				specular			; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/specular_01.tga
			opacity				1.0					; <0.0 to 1.0>
			min_sharpness		7.0					; specular sharpness at noon
			max_sharpness		25.0				; specular sharpness at dawn/dusk
			scale				25.0	25.0		; <metres>
			offset				0.0		0.0			; <metres>
			rotation			0.0					; <degrees>
			scroll_speed		0.97				; <metres / second>
			scroll_direction	0.0					; <degrees>
		}

		layer 3										; maximum of 4 layers (0 to 3)
		{
			type				specular			; <diffuse, specular>
			texture				eb/data/terrain/battlefield/water/specular_02_128.tga
			opacity				1.0					; <0.0 to 1.0>
			min_sharpness		7.0					; specular sharpness at noon
			max_sharpness		17.0				; specular sharpness at dawn/dusk
			scale				30.0	30.0		; <metres>
			offset				0.0		0.0			; <metres>
			rotation			2.0					; <degrees>
			scroll_speed		1.2					; <metres / second>
			scroll_direction	-90					; <degrees>
		}

		colour				160 160 190				; <r g b>
		colour_factor		2.0						; rate to fade to colour with depth
		min_alpha			0.0						; alpha at shoreline
		max_alpha			1.0						; alpha at max water depth
		max_depth			10.0					; maximum visible water depth
		max_refraction		0.15					; **** depricated *****
	}

	shore
	{
		min_dist			130.0					; start of shore fade out
		max_dist			380.0					; end of shore fade out
		normal_factor		0.04					; refraction power
		
		;											BREADTH
		;											=======
		;
		;							wide		medium		narrow		verry_narrow
		;						+---------------------------------------------------+
		;			long		|	X			X			.			.			|
		;	LENGTH	medium		|	X			X			X			.			|
		;	======	short		|	.			X			X			X			|
		;			very_short	|	.			.			X			X			|
		;						+----------------------------------------------------
		;
		;	NOTE: options marked with 'X' are present and valid.


		; ************************************** long length **************************************************

		segment long, wide							; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				80					; <metres>
			breadth				80					; <metres>
		
			max_bend			25					; <degrees>
			max_slope			25					; <degrees>
		
			shore_ratio			0.20				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		3					;
				cycle_time		30.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.75,	255			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.3,	0			; <progress>, <alpha>
			}
		}

		segment long, medium						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				80					; <metres>
			breadth				40					; <metres>
		
			max_bend			25					; <degrees>
			max_slope			30					; <degrees>
		
			shore_ratio			0.25				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		3					;
				cycle_time		20.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.95,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		; ************************************* medium length **************************************************

		segment medium, wide						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				40					; <metres>
			breadth				80					; <metres>
		
			max_bend			35					; <degrees>
			max_slope			25					; <degrees>
		
			shore_ratio			0.20				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		3					;
				cycle_time		30.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.75,	255			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.3,	0			; <progress>, <alpha>
			}
		}

		segment medium, medium						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				40					; <metres>
			breadth				40					; <metres>
		
			max_bend			35					; <degrees>
			max_slope			30					; <degrees>
		
			shore_ratio			0.25				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		20.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.95,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment medium, narrow						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				40					; <metres>
			breadth				20					; <metres>
		
			max_bend			35					; <degrees>
			max_slope			35					; <degrees>
		
			shore_ratio			0.15				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		10.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		; ************************************** short length **************************************************

		segment short, medium						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				20					; <metres>
			breadth				40					; <metres>
		
			max_bend			45					; <degrees>
			max_slope			30					; <degrees>
		
			shore_ratio			0.25				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_256_128.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		20.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.95,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment short, narrow						; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				20					; <metres>
			breadth				20					; <metres>
		
			max_bend			45					; <degrees>
			max_slope			35					; <degrees>
		
			shore_ratio			0.15				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		10.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment short, very_narrow					; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				20					; <metres>
			breadth				10					; <metres>
		
			max_bend			45					; <degrees>
			max_slope			40					; <degrees>
		
			shore_ratio			0.05				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		7.0					; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>>
				keyframe		0.8,	255			; <progress>, <alpha>
				keyframe		1.0,	0			; <progress>, <alpha>
			}
		}

		; ************************************** very_short length *********************************************

		segment very_short, narrow					; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				10					; <metres>
			breadth				20					; <metres>
		
			max_bend			135					; <degrees>
			max_slope			35					; <degrees>
		
			shore_ratio			0.15				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		10.0				; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.9,	255			; <progress>, <alpha>
				keyframe		1.2,	0			; <progress>, <alpha>
			}
		}

		segment very_short, very_narrow				; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
		{
			length				10					; <metres>
			breadth				10					; <metres>
		
			max_bend			170					; <degrees>
			max_slope			40					; <degrees>
		
			shore_ratio			0.05				; <0.0 to 1.0>
			wave_ratio			0.5					; <0.0 to 1.0>
		
			texture				eb/data/terrain/battlefield/water/waves/waves_128_64.tga
			;texture			...					; <filename> - additional variant
			;texture			...					; <filename> - additional variant
		
			lapping
			{
				num_layers		2					;
				cycle_time		7.0					; <seconds>
				max_delay		0.0					; <seconds>
		
				keyframe		0.0,	0			; <progress>, <alpha>
				keyframe		0.5,	200			; <progress>, <alpha>
				keyframe		0.8,	255			; <progress>, <alpha>
				keyframe		1.0,	0			; <progress>, <alpha>
			}
		}

	}
}

;--------------------------------------------------------------------------------------------------

river default
{
	surface
	{
		layer 0
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/river02.tga
			opacity				0.7
			scale				2.0		2.0
			offset				0.0		0.0
			rotation			0.0
			scroll_speed		0.25
			scroll_direction	180.0

		}

		layer 1
		{
			type				diffuse
			texture				eb/data/terrain/battlefield/water/river/river02.tga
			opacity				0.4
			scale				0.5		0.5
			offset				0.0		0.0
			rotation			-10.0
			scroll_speed		0.194
			scroll_direction	177.0
		}


		layer 2
		{
			type				specular
			texture				eb/data/terrain/battlefield/water/specular_01.tga
			opacity				1.0
			min_sharpness		7.0
			max_sharpness		25.0
			scale				0.5		0.5
			offset				0.0		0.0
			rotation			0.0
			scroll_speed		0.194
			scroll_direction	180.0
		}

		layer 3
		{
			type				specular
			texture				eb/data/terrain/battlefield/water/specular_02_128.tga
			opacity				1.0
			min_sharpness		7.0
			max_sharpness		17.0
			scale				0.6		0.6
			offset				0.0		0.0
			rotation			2.0
			scroll_speed		0.21
			scroll_direction	-174.0
		}

		colour				64 69 82
		colour_factor		1.0
		min_alpha			0.0
		max_alpha			1.0
		max_depth			4.0
		max_refraction		0.15
	}

	shore
	{
		min_dist			50.0
		max_dist			250.0
		normal_factor		0.1	
	}
}

;**************************************************************************************************
;*                                         TEST_CLIMATE                                           *
;**************************************************************************************************

sea test_climate summer
{
	parent	sea default

	surface
	{
		layer 0
		{
			texture				eb/data/terrain/battlefield/water/river/river02.tga
		}

		layer 1
		{
			texture				eb/data/terrain/battlefield/water/river/river02.tga
		}
	}
}

sea test_climate winter
{
	parent	sea default
}

river test_climate summer
{
	parent	river default
}

river test_climate winter
{
	parent	river default
}

;**************************************************************************************************
;*                                         SANDY_DESERT                                           *
;**************************************************************************************************

sea sandy_desert summer
{
	parent	sea default
}

sea sandy_desert winter
{
	parent	sea default
}

river sandy_desert summer
{
	parent	river default
}

river sandy_desert winter
{
	parent	river default
}

;**************************************************************************************************
;*                                         ROCKY_DESERT                                           *
;**************************************************************************************************

sea rocky_desert summer
{
	parent	sea default
}

sea rocky_desert winter
{
	parent	sea default
}

river rocky_desert summer
{
	parent	river default
}

river rocky_desert winter
{
	parent	river default
}

;**************************************************************************************************
;*                                         MEDITERRANEAN                                          *
;**************************************************************************************************

;sea mediterranean summer
;{
;	parent	sea default
;}

;sea mediterranean winter
;{
;	parent	sea default
;}

;river mediterranean summer
;{
;	parent	river default
;}

;river mediterranean winter
;{
;	parent	river default
;}

;**************************************************************************************************
;*                                   TEMPERATE_GRASSLAND_FERTILE                                  *
;**************************************************************************************************

sea temperate_grassland_fertile summer
{
	parent	sea default
}

sea temperate_grassland_fertile winter
{
	parent	sea default
}

river temperate_grassland_fertile summer
{
	parent	river default
}

river temperate_grassland_fertile winter
{
	parent	river default
}

;**************************************************************************************************
;*                                  TEMPERATE_GRASSLAND_INFERTILE                                 *
;**************************************************************************************************

sea temperate_grassland_infertile summer
{
	parent	sea default
}

sea temperate_grassland_infertile winter
{
	parent	sea default
}

river temperate_grassland_infertile summer
{
	parent	river default
}

river temperate_grassland_infertile winter
{
	parent	river default
}

;**************************************************************************************************
;*                                      TEMPERATE_FOREST_OPEN                                     *
;**************************************************************************************************

sea temperate_forest_open summer
{
	parent	sea default
}

sea temperate_forest_open winter
{
	parent	sea default
}

river temperate_forest_open summer
{
	parent	river default
}

river temperate_forest_open winter
{
	parent	river default
}

;**************************************************************************************************
;*                                      TEMPERATE_FOREST_DEEP                                     *
;**************************************************************************************************

sea temperate_forest_deep summer
{
	parent	sea default
}

sea temperate_forest_deep winter
{
	parent	sea default
}

river temperate_forest_deep summer
{
	parent	river default
}

river temperate_forest_deep winter
{
	parent	river default
}

;**************************************************************************************************
;*                                             SWAMP                                              *
;**************************************************************************************************

sea swamp summer
{
	parent	sea default
}

sea swamp winter
{
	parent	sea default
}

river swamp summer
{
	parent	river default
}

river swamp winter
{
	parent	river default
}

;**************************************************************************************************
;*                                            HIGHLAND                                            *
;**************************************************************************************************

sea highland summer
{
	parent	sea default
}

sea highland winter
{
	parent	sea default
}

river highland summer
{
	parent	river default
}

river highland winter
{
	parent	river default
}

;**************************************************************************************************
;*                                             ALPINE                                             *
;**************************************************************************************************

sea alpine summer
{
	parent	sea default
}

sea alpine winter
{
	parent	sea default
}

river alpine summer
{
	parent	river default
}

river alpine winter
{
	parent	river default
}

;**************************************************************************************************
;*                                            SUB_ARTIC                                           *
;**************************************************************************************************

sea sub_arctic summer
{
	parent	sea default
}

sea sub_arctic winter
{
	parent	sea default
}

river sub_arctic summer
{
	parent	river default
}

river sub_arctic winter
{
	parent	river default
}

;**************************************************************************************************
;*                                            VOLCANIC                                            *
;**************************************************************************************************

;sea volcanic summer
;{
;	parent	sea default
;}

;sea volcanic winter
;{
;	parent	sea default
;}

;river volcanic summer
;{
;	parent	river default
;}

;river volcanic winter
;{
;	parent	river default
;}

;**************************************************************************************************
;*                                            SEMI_ARID                                           *
;**************************************************************************************************

sea semi_arid summer
{
	parent	sea default
}

sea semi_arid winter
{
	parent	sea default
}

river semi_arid summer
{
	parent	river default
}

river semi_arid winter
{
	parent	river default
}

